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Stu Shepherd Art
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Art Prints and Originals
Art Prints and Originals
All images this site  ©2010 Stu Shepherd or their respective copyright owners.
The client wanted hyper realistic environments, in flash. The solution was to build the creatures in 3D Studio, create a basic set of animation frames, then glue the small set of frames together in Flash in varying order. For example, the pectoral fins here mostly were 4 frames of animation, while the mouth movements were 2 frames. Mixed together in Flash they presented a reasonable fascimile of real swimming, from fast bursts of speed to slow hovering.  All of these processes were pioneered by the developer, Larry Holland, and myself as we went along.  Jeff Fennell helped to create half of the fish models, while I created the rest, animated them in 3D Studio max, rendered, took the results into Flash and set up the animations (over 100 frames per fish). I also created UI elements, the overall design of the aquarium itself, and all in-sim decorative items (scaleable and arrangable by the players), as well as caustic water effect animations, backgrounds, and introductory story interface screens.
The client wanted hyper realistic environments, in flash. The solution was to build the creatures in 3D Studio, create a basic set of animation frames, then glue the small set of frames together in Flash in varying order. For example, the pectoral fins here mostly were 4 frames of animation, while the mouth movements were 2 frames. Mixed together in Flash they presented a reasonable fascimile of real swimming, from fast bursts of speed to slow hovering.  All of these processes were pioneered by the developer, Larry Holland, and myself as we went along.  Jeff Fennell helped to create half of the fish models, while I created the rest, animated them in 3D Studio max, rendered, took the results into Flash and set up the animations (over 100 frames per fish). I also created UI elements, the overall design of the aquarium itself, and all in-sim decorative items (scaleable and arrangable by the players), as well as caustic water effect animations, backgrounds, and introductory story interface screens.
For a full flash animation featuring an undersea scene with animated fish, go HERE.
Note - 3 meg download will take a few moments.
I created all elements in that animation, from background, water effects, setting objects to fish and their animations (here not animated moving across screen as they would be in the final game.  (Exception is some fish 3D modeling and texturing by Jeff Fennell.)
For a full flash animation featuring an undersea scene with animated fish, go HERE.
Note - 3 meg download will take a few moments.
I created all elements in that animation, from background, water effects, setting objects to fish and their animations (here not animated moving across screen as they would be in the final game.  (Exception is some fish 3D modeling and texturing by Jeff Fennell.)
<a href="http://www.macromedia.com/go/getflashplayer">Flash Required</a>
Flash Required
"OCEANIS" - 2009 Totally Games (for Nickelodeon)
"OCEANIS" - 2009 Totally Games (for Nickelodeon)
This is the early sketched layout of the aquarium interface itself. The final design evolved away from these interface elements, but the aquarium layout remained when finally designed by Armand Cabrera.
This is the early sketched layout of the aquarium interface itself. The final design evolved away from these interface elements, but the aquarium layout remained when finally designed by Armand Cabrera.
Here are some of the objects I created for the tank settings in this game as well as a few of the oceans and variations. There were three tank sizes possible, with appropriate ground and sunlight caustic effects for each.
Here are some of the objects I created for the tank settings in this game as well as a few of the oceans and variations. There were three tank sizes possible, with appropriate ground and sunlight caustic effects for each.
The interface design started out with some elaborate features but got drastically cut back by the end of the project. This was the
most developed point before features stared being cut. The background was thrown together from elements of my paintings. The icons on the right were still sketches; I had to move on to fish and object production.
The interface design started out with some elaborate features but got drastically cut back by the end of the project. This was the
most developed point before features stared being cut. The background was thrown together from elements of my paintings. The icons on the right were still sketches; I had to move on to fish and object production.
My sketch of the Aquarium tank level, eventually built by Jeff Fennell. Players start with a default set of tanks and locations and unlock new ones as they level up.
My sketch of the Aquarium tank level, eventually built by Jeff Fennell. Players start with a default set of tanks and locations and unlock new ones as they level up.
Here are some logo treatments including the name variations the project went thru. From "Fiona's Fish Fantasy", to "Aquaria", then "Aquatica".  I was immersed in fish and object production when the final name was decided.
Here are some logo treatments including the name variations the project went thru. From "Fiona's Fish Fantasy", to "Aquaria", then "Aquatica".  I was immersed in fish and object production when the final name was decided.
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A few Icons and Graphic elements for the pop-up Upgrades Interface. Below are thumbnail examples of the actual interface as used in-game.
A few Icons and Graphic elements for the pop-up Upgrades Interface. Below are thumbnail examples of the actual interface as used in-game.